v0.7+1.11.7_r3_s
Release date: 01/7/2026
Major Updates
New Gameplay Update: Race Penalties - Race penalties are a new direction for how we are handling missing Checkpoints and it’s Resetting behavior. Penalties will always impact your total time with reaching a certain penalty threshold resulting in a disqualification. Details outlined below.
Time Penalty
Instead of the hard penalty of a Reset, we’ve changed it to a soft penalty. When the player misses a Checkpoint, we apply a penalty to their current Lap Time instead of forcing a Reset. This allows the player to keep flying, maintaining their momentum and flow but could cause them to drop in placement at the end of the Race.
- In-Bounds Missed Checkpoint - 2 second penalty
- If the player misses a Checkpoint without leaving the Bounds, we are able to detect the Missed Checkpoint as soon as they pass it along the Track. Due to this we are able to apply the penalty immediately. Given the small amount of time the player gains for skipping a Checkpoint while staying within the Track Bounds, the time penalty for this is a fixed 2 second penalty.
- Out-of-Bounds Missed Checkpoint - 3 to 1 min penalty
- If the player is flying Out of Bounds they might come closer to a part of the Track that is significantly farther along causing them to register as skipping a large number of Checkpoints that they actually haven’t. This is further exacerbated by the fact that the player could Reset while they are Out of Bounds returning to where they left the Track, in which case no Checkpoints would have been skipped.
- Instead when the player returns to the Track Bounds, whether by a Reset or flying back in Bounds, we check if they are at a position far enough along the Track to have skipped any Checkpoints. If they have then we calculate a time penalty based on the distance between the last Checkpoint the player flew through and the next Checkpoint ahead of the player along the Track. This penalty has a minimum of 3 seconds but can cap out at 1 minute once the distance between the Checkpoints reaches a specific threshold. This high maximum is so that we don’t have to calculate a penalty for each missed Checkpoint if the player skips a large number of them at once.
- Handling Time Penalties and Placement
- A player’s Time Penalty does not affect their Placement during the Race. This is to ensure that systems that rely on how far ahead a player is, like Modules, still function as normal and that the displays on the player’s HUD, like the Position Tracker, don’t cause confusion. After a player completes the Race, their Lap and Race Times are modified as needed and their position is updated in the Post-Race screen.
Disqualifications
With missing a Checkpoint turning into a softer penalty we introduce a potential problem of the player skipping the entire Track. To handle this we want to enable the system to disqualify players who skip too many Checkpoints or accumulate too high of a Time Penalty from skipping Checkpoints. This is universally 3 missed Checkpoints or accumulating 10 seconds.
- Handling a Disqualified Player
- Once a player exceeds either the threshold for Max Checkpoints Skipped or the Max Time Penalty they are Disqualified and removed from the Race. For the disqualified player their camera remains on their player character and they are prompted to view the Post-Race screen. From there they may choose to leave the race or spectate as normal.
New Gameplay Update
Scrap Cannon Module
The Scrap Cannon is a shotgun-like, semi-automatic Offense Module that launches a cloud of metal shrapnel in a cone in front of the player. While the Homing Missile is designed for longer-range attacks, the Scrap Cannon is designed to enable close range combat between players.